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authorSergeanur <s.anureev@yandex.ua>2021-08-20 13:34:11 +0200
committerSergeanur <s.anureev@yandex.ua>2021-08-20 13:34:11 +0200
commit9c40489589d58093ec73cc039780a0d5b66c3207 (patch)
tree8291f971a288f8fbe228f74bb3b9869b5824064f /src/audio/AudioManager.cpp
parentCAutomobile done (diff)
parentAudio refactoring: (diff)
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Diffstat (limited to 'src/audio/AudioManager.cpp')
-rw-r--r--src/audio/AudioManager.cpp194
1 files changed, 103 insertions, 91 deletions
diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp
index 27a90446..79b1fb3e 100644
--- a/src/audio/AudioManager.cpp
+++ b/src/audio/AudioManager.cpp
@@ -20,7 +20,7 @@ cAudioManager AudioManager;
cAudioManager::cAudioManager()
{
m_bIsInitialised = FALSE;
- m_bReverb = TRUE;
+ m_bIsSurround = TRUE;
field_6 = 0;
m_fSpeedOfSound = SPEED_OF_SOUND / TIME_SPENT;
m_nTimeSpent = TIME_SPENT;
@@ -42,7 +42,7 @@ cAudioManager::cAudioManager()
}
m_nAudioEntitiesTotal = 0;
m_FrameCounter = 0;
- m_bFifthFrameFlag = FALSE;
+ m_bReduceReleasingPriority = FALSE;
m_bTimerJustReset = FALSE;
m_nTimer = 0;
}
@@ -493,7 +493,7 @@ cAudioManager::ServiceSoundEffects()
#ifdef FIX_BUGS
if(CTimer::GetLogicalFramesPassed() != 0)
#endif
- m_bFifthFrameFlag = (m_FrameCounter++ % 5) == 0;
+ m_bReduceReleasingPriority = (m_FrameCounter++ % 5) == 0;
if (m_nUserPause && !m_nPreviousUserPause) {
for (int32 i = 0; i < NUM_CHANNELS_GENERIC; i++)
SampleManager.StopChannel(i);
@@ -520,7 +520,7 @@ cAudioManager::ServiceSoundEffects()
}
m_nActiveSampleQueue = m_nActiveSampleQueue == 1 ? 0 : 1;
#ifdef AUDIO_REVERB
- if(m_bReverb) ProcessReverb();
+ if(m_bIsSurround) ProcessReverb();
#endif
ProcessSpecial();
ClearRequestedQueue();
@@ -547,20 +547,20 @@ cAudioManager::ServiceSoundEffects()
}
uint8
-cAudioManager::ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance)
+cAudioManager::ComputeVolume(uint8 emittingVolume, float maxDistance, float distance)
{
- float newSoundIntensity;
- float newEmittingVolume;
+ float minDistance;
+ uint8 newEmittingVolume;
- if (soundIntensity <= 0.0f)
+ if (maxDistance <= 0.0f)
return 0;
- newSoundIntensity = soundIntensity / 5.0f;
- if (newSoundIntensity > distance)
+ minDistance = maxDistance / 5.0f;
+ if (minDistance > distance)
return emittingVolume;
- newEmittingVolume = emittingVolume * SQR((soundIntensity - newSoundIntensity - (distance - newSoundIntensity))
- / (soundIntensity - newSoundIntensity));
+ newEmittingVolume = emittingVolume * SQR((maxDistance - minDistance - (distance - minDistance))
+ / (maxDistance - minDistance));
return Min(127, newEmittingVolume);
}
@@ -646,42 +646,42 @@ cAudioManager::InterrogateAudioEntities()
void
cAudioManager::AddSampleToRequestedQueue()
{
- uint32 calculatedVolume;
+ uint32 finalPriority;
uint8 sampleIndex;
#ifdef AUDIO_REFLECTIONS
bool8 bReflections;
#endif
if (m_sQueueSample.m_nSampleIndex < TOTAL_AUDIO_SAMPLES) {
- calculatedVolume = m_sQueueSample.m_nReleasingVolumeModificator * (MAX_VOLUME - m_sQueueSample.m_nVolume);
+ finalPriority = m_sQueueSample.m_nPriority * (MAX_VOLUME - m_sQueueSample.m_nVolume);
sampleIndex = m_SampleRequestQueuesStatus[m_nActiveSampleQueue];
if (sampleIndex >= m_nActiveSamples) {
sampleIndex = m_abSampleQueueIndexTable[m_nActiveSampleQueue][m_nActiveSamples - 1];
- if (m_asSamples[m_nActiveSampleQueue][sampleIndex].m_nCalculatedVolume <= calculatedVolume)
+ if (m_asSamples[m_nActiveSampleQueue][sampleIndex].m_nFinalPriority <= finalPriority)
return;
} else {
++m_SampleRequestQueuesStatus[m_nActiveSampleQueue];
}
- m_sQueueSample.m_nCalculatedVolume = calculatedVolume;
- m_sQueueSample.m_bLoopEnded = FALSE;
+ m_sQueueSample.m_nFinalPriority = finalPriority;
+ m_sQueueSample.m_bIsPlayingFinished = FALSE;
#ifdef AUDIO_REFLECTIONS
if (m_sQueueSample.m_bIs2D || CCullZones::InRoomForAudio()) {
- m_sQueueSample.m_bRequireReflection = FALSE;
- m_sQueueSample.m_nLoopsRemaining = 0;
+ m_sQueueSample.m_bReflections = FALSE;
+ m_sQueueSample.m_nReflectionDelay = 0;
}
if (m_bDynamicAcousticModelingStatus && m_sQueueSample.m_nLoopCount > 0) {
- bReflections = m_sQueueSample.m_bRequireReflection;
+ bReflections = m_sQueueSample.m_bReflections;
} else {
bReflections = FALSE;
- m_sQueueSample.m_nLoopsRemaining = 0;
+ m_sQueueSample.m_nReflectionDelay = 0;
}
- m_sQueueSample.m_bRequireReflection = FALSE;
+ m_sQueueSample.m_bReflections = FALSE;
- if ( m_bReverb && m_sQueueSample.m_bIs2D )
- m_sQueueSample.m_nFrontRearOffset = 30;
+ if ( m_bIsSurround && m_sQueueSample.m_bIs2D )
+ m_sQueueSample.m_nFrontRearPan = 30;
#ifdef AUDIO_REVERB
if (!m_bDynamicAcousticModelingStatus)
- m_sQueueSample.m_bReverbFlag = FALSE;
+ m_sQueueSample.m_bReverb = FALSE;
#endif
#endif
@@ -701,8 +701,8 @@ cAudioManager::AddDetailsToRequestedOrderList(uint8 sample)
uint32 i = 0;
if (sample > 0) {
for (; i < sample; i++) {
- if (m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]].m_nCalculatedVolume >
- m_asSamples[m_nActiveSampleQueue][sample].m_nCalculatedVolume)
+ if (m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]].m_nFinalPriority >
+ m_asSamples[m_nActiveSampleQueue][sample].m_nFinalPriority)
break;
}
if (i < sample) {
@@ -734,7 +734,7 @@ cAudioManager::AddReflectionsToRequestedQueue()
} else {
emittingVolume = (9 * m_sQueueSample.m_nVolume) / 16;
}
- m_sQueueSample.m_SoundIntensity /= 2.f;
+ m_sQueueSample.m_MaxDistance /= 2.f;
uint32 halfOldFreq = oldFreq >> 1;
@@ -743,12 +743,12 @@ cAudioManager::AddReflectionsToRequestedQueue()
m_afReflectionsDistances[i] = (m_anRandomTable[i % 4] % 3) * 50.f / 8.f;
reflectionDistance = m_afReflectionsDistances[i];
- if (reflectionDistance > 0.0f && reflectionDistance < 50.f && reflectionDistance < m_sQueueSample.m_SoundIntensity) {
- m_sQueueSample.m_nLoopsRemaining = CTimer::GetIsSlowMotionActive() ? (reflectionDistance * 600.f / 1029.f) : (reflectionDistance * 300.f / 1029.f);
- if (m_sQueueSample.m_nLoopsRemaining > 3) {
+ if (reflectionDistance > 0.0f && reflectionDistance < 100.f && reflectionDistance < m_sQueueSample.m_MaxDistance) {
+ m_sQueueSample.m_nReflectionDelay = CTimer::GetIsSlowMotionActive() ? (reflectionDistance * 600.f / 1029.f) : (reflectionDistance * 300.f / 1029.f);
+ if (m_sQueueSample.m_nReflectionDelay > 3) {
m_sQueueSample.m_fDistance = m_afReflectionsDistances[i];
SET_EMITTING_VOLUME(emittingVolume);
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_SoundIntensity, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > emittingVolume / 16) {
m_sQueueSample.m_nCounter = oldCounter + (i + 1) * 256;
@@ -763,7 +763,7 @@ cAudioManager::AddReflectionsToRequestedQueue()
m_sQueueSample.m_nFrequency += noise;
}
}
- m_sQueueSample.m_nReleasingVolumeModificator += 20;
+ m_sQueueSample.m_nPriority += 20;
m_sQueueSample.m_vecPos = m_avecReflectionsPos[i];
AddSampleToRequestedQueue();
}
@@ -911,7 +911,7 @@ cAudioManager::AddReleasingSounds()
for (int32 i = 0; i < m_SampleRequestQueuesStatus[queue]; i++) {
tSound &sample = m_asSamples[queue][m_abSampleQueueIndexTable[queue][i]];
- if (sample.m_bLoopEnded)
+ if (sample.m_bIsPlayingFinished)
continue;
toProcess[i] = FALSE;
@@ -924,32 +924,44 @@ cAudioManager::AddReleasingSounds()
}
if(!toProcess[i]) {
#ifdef AUDIO_REFLECTIONS
- if(sample.m_nCounter <= 255 || sample.m_nLoopsRemaining == 0) // check if not reflection
+ if(sample.m_nCounter <= 255 || sample.m_nReflectionDelay == 0) // check if not delayed reflection
#endif
{
- if (sample.m_nReleasingVolumeDivider == 0)
+ if (sample.m_nFramesToPlay == 0)
continue;
if (sample.m_nLoopCount == 0) {
if (sample.m_nVolumeChange == -1) {
- sample.m_nVolumeChange = sample.m_nVolume / sample.m_nReleasingVolumeDivider;
+#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
+ sample.m_nVolumeChange = sample.m_nEmittingVolume / sample.m_nFramesToPlay;
+#else
+ sample.m_nVolumeChange = sample.m_nVolume / sample.m_nFramesToPlay;
+#endif
if (sample.m_nVolumeChange <= 0)
sample.m_nVolumeChange = 1;
}
+#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
+ if (sample.m_nEmittingVolume <= sample.m_nVolumeChange) {
+#else
if (sample.m_nVolume <= sample.m_nVolumeChange) {
- sample.m_nReleasingVolumeDivider = 0;
+#endif
+ sample.m_nFramesToPlay = 0;
continue;
}
+#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
+ sample.m_nEmittingVolume -= sample.m_nVolumeChange;
+#else
sample.m_nVolume -= sample.m_nVolumeChange;
+#endif
}
#ifdef FIX_BUGS
if(CTimer::GetLogicalFramesPassed() != 0)
#endif
- --sample.m_nReleasingVolumeDivider;
- if (m_bFifthFrameFlag) {
- if (sample.m_nReleasingVolumeModificator < 20)
- ++sample.m_nReleasingVolumeModificator;
+ --sample.m_nFramesToPlay;
+ if (m_bReduceReleasingPriority) {
+ if (sample.m_nPriority < 20)
+ ++sample.m_nPriority;
}
- sample.m_bReleasingSoundFlag = FALSE;
+ sample.m_bStatic = FALSE;
}
memcpy(&m_sQueueSample, &sample, sizeof(tSound));
AddSampleToRequestedQueue();
@@ -981,8 +993,8 @@ cAudioManager::ProcessActiveQueues()
bool8 missionState;
for (int32 i = 0; i < m_nActiveSamples; i++) {
- m_asSamples[m_nActiveSampleQueue][i].m_bIsProcessed = FALSE;
- m_asActiveSamples[i].m_bIsProcessed = FALSE;
+ m_asSamples[m_nActiveSampleQueue][i].m_bIsBeingPlayed = FALSE;
+ m_asActiveSamples[i].m_bIsBeingPlayed = FALSE;
}
for (int32 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; i++) {
@@ -998,19 +1010,19 @@ cAudioManager::ProcessActiveQueues()
flag = !(j & 1);
if (flag && !SampleManager.GetChannelUsedFlag(j)) {
- sample.m_bLoopEnded = TRUE;
- m_asActiveSamples[j].m_bLoopEnded = TRUE;
+ sample.m_bIsPlayingFinished = TRUE;
+ m_asActiveSamples[j].m_bIsPlayingFinished = TRUE;
m_asActiveSamples[j].m_nSampleIndex = NO_SAMPLE;
m_asActiveSamples[j].m_nEntityIndex = AEHANDLE_NONE;
continue;
}
- if (sample.m_nReleasingVolumeDivider == 0)
- sample.m_nReleasingVolumeDivider = 1;
+ if (sample.m_nFramesToPlay == 0)
+ sample.m_nFramesToPlay = 1;
}
- sample.m_bIsProcessed = TRUE;
- m_asActiveSamples[j].m_bIsProcessed = TRUE;
+ sample.m_bIsBeingPlayed = TRUE;
+ m_asActiveSamples[j].m_bIsBeingPlayed = TRUE;
sample.m_nVolumeChange = -1;
- if (!sample.m_bReleasingSoundFlag) {
+ if (!sample.m_bStatic) {
if (sample.m_bIs2D) {
#ifdef EXTERNAL_3D_SOUND
emittingVol = m_bDoubleVolume ? 2 * Min(63, sample.m_nEmittingVolume) : sample.m_nEmittingVolume;
@@ -1021,7 +1033,7 @@ cAudioManager::ProcessActiveQueues()
#ifdef EXTERNAL_3D_SOUND
SampleManager.SetChannelEmittingVolume(j, emittingVol);
#else
- SampleManager.SetChannelPan(j, sample.m_nOffset);
+ SampleManager.SetChannelPan(j, sample.m_nPan);
SampleManager.SetChannelVolume(j, emittingVol);
#endif
} else {
@@ -1068,26 +1080,26 @@ cAudioManager::ProcessActiveQueues()
TranslateEntity(&sample.m_vecPos, &position);
#ifdef EXTERNAL_3D_SOUND
SampleManager.SetChannel3DPosition(j, position.x, position.y, position.z);
- SampleManager.SetChannel3DDistances(j, sample.m_SoundIntensity, 0.25f * sample.m_SoundIntensity);
+ SampleManager.SetChannel3DDistances(j, sample.m_MaxDistance, 0.25f * sample.m_MaxDistance);
#else
- sample.m_nOffset = ComputePan(sample.m_fDistance, &position);
- SampleManager.SetChannelPan(j, sample.m_nOffset);
+ sample.m_nPan = ComputePan(sample.m_fDistance, &position);
+ SampleManager.SetChannelPan(j, sample.m_nPan);
#endif
}
#if !defined(GTA_PS2) || defined(AUDIO_REVERB)
- SampleManager.SetChannelReverbFlag(j, sample.m_bReverbFlag);
+ SampleManager.SetChannelReverbFlag(j, sample.m_bReverb);
#endif
break; //continue for i
}
- sample.m_bIsProcessed = FALSE;
- m_asActiveSamples[j].m_bIsProcessed = FALSE;
+ sample.m_bIsBeingPlayed = FALSE;
+ m_asActiveSamples[j].m_bIsBeingPlayed = FALSE;
//continue for j
}
}
}
}
for (int32 i = 0; i < m_nActiveSamples; i++) {
- if (m_asActiveSamples[i].m_nSampleIndex != NO_SAMPLE && !m_asActiveSamples[i].m_bIsProcessed) {
+ if (m_asActiveSamples[i].m_nSampleIndex != NO_SAMPLE && !m_asActiveSamples[i].m_bIsBeingPlayed) {
SampleManager.StopChannel(i);
m_asActiveSamples[i].m_nSampleIndex = NO_SAMPLE;
m_asActiveSamples[i].m_nEntityIndex = AEHANDLE_NONE;
@@ -1095,29 +1107,29 @@ cAudioManager::ProcessActiveQueues()
}
for (uint8 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; i++) {
tSound &sample = m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]];
- if (!sample.m_bIsProcessed && !sample.m_bLoopEnded && m_asAudioEntities[sample.m_nEntityIndex].m_bIsUsed && sample.m_nSampleIndex < NO_SAMPLE) {
+ if (!sample.m_bIsBeingPlayed && !sample.m_bIsPlayingFinished && m_asAudioEntities[sample.m_nEntityIndex].m_bIsUsed && sample.m_nSampleIndex < NO_SAMPLE) {
#ifdef AUDIO_REFLECTIONS
- if (sample.m_nCounter > 255 && sample.m_nLoopCount > 0 && sample.m_nLoopsRemaining > 0) { // check if reflection
- sample.m_nLoopsRemaining--;
- sample.m_nReleasingVolumeDivider = 1;
+ if (sample.m_nCounter > 255 && sample.m_nLoopCount > 0 && sample.m_nReflectionDelay > 0) { // check if reflection
+ sample.m_nReflectionDelay--;
+ sample.m_nFramesToPlay = 1;
} else
#endif
{
for (uint8 j = 0; j < m_nActiveSamples; j++) {
uint8 k = (j + field_6) % m_nActiveSamples;
- if (!m_asActiveSamples[k].m_bIsProcessed) {
+ if (!m_asActiveSamples[k].m_bIsBeingPlayed) {
if (sample.m_nLoopCount > 0) {
samplesPerFrame = sample.m_nFrequency / m_nTimeSpent;
samplesToPlay = sample.m_nLoopCount * SampleManager.GetSampleLength(sample.m_nSampleIndex);
if (samplesPerFrame == 0)
continue;
- sample.m_nReleasingVolumeDivider = samplesToPlay / samplesPerFrame + 1;
+ sample.m_nFramesToPlay = samplesToPlay / samplesPerFrame + 1;
}
memcpy(&m_asActiveSamples[k], &sample, sizeof(tSound));
if (!m_asActiveSamples[k].m_bIs2D) {
TranslateEntity(&m_asActiveSamples[k].m_vecPos, &position);
#ifndef EXTERNAL_3D_SOUND
- m_asActiveSamples[j].m_nOffset = ComputePan(m_asActiveSamples[j].m_fDistance, &position);
+ m_asActiveSamples[j].m_nPan = ComputePan(m_asActiveSamples[j].m_fDistance, &position);
#endif
}
#ifdef EXTERNAL_3D_SOUND
@@ -1150,18 +1162,18 @@ cAudioManager::ProcessActiveQueues()
SampleManager.SetChannelEmittingVolume(k, vol);
#else
SampleManager.SetChannelVolume(j, emittingVol);
- SampleManager.SetChannelPan(j, m_asActiveSamples[j].m_nOffset);
+ SampleManager.SetChannelPan(j, m_asActiveSamples[j].m_nPan);
#endif
#ifndef GTA_PS2
SampleManager.SetChannelLoopPoints(k, m_asActiveSamples[k].m_nLoopStart, m_asActiveSamples[k].m_nLoopEnd);
SampleManager.SetChannelLoopCount(k, m_asActiveSamples[k].m_nLoopCount);
#endif
#if !defined(GTA_PS2) || defined(AUDIO_REVERB)
- SampleManager.SetChannelReverbFlag(k, m_asActiveSamples[k].m_bReverbFlag);
+ SampleManager.SetChannelReverbFlag(k, m_asActiveSamples[k].m_bReverb);
#endif
#ifdef EXTERNAL_3D_SOUND
if (m_asActiveSamples[k].m_bIs2D) {
- uint8 offset = m_asActiveSamples[k].m_nOffset;
+ uint8 offset = m_asActiveSamples[k].m_nPan;
if (offset == 63)
x = 0.0f;
else if (offset >= 63)
@@ -1171,19 +1183,19 @@ cAudioManager::ProcessActiveQueues()
usedX = x;
usedY = 0.0f;
usedZ = 0.0f;
- m_asActiveSamples[k].m_SoundIntensity = 100000.0f;
+ m_asActiveSamples[k].m_MaxDistance = 100000.0f;
} else {
usedX = position.x;
usedY = position.y;
usedZ = position.z;
}
SampleManager.SetChannel3DPosition(k, usedX, usedY, usedZ);
- SampleManager.SetChannel3DDistances(k, m_asActiveSamples[k].m_SoundIntensity, 0.25f * m_asActiveSamples[k].m_SoundIntensity);
+ SampleManager.SetChannel3DDistances(k, m_asActiveSamples[k].m_MaxDistance, 0.25f * m_asActiveSamples[k].m_MaxDistance);
#endif
SampleManager.StartChannel(k);
}
- m_asActiveSamples[k].m_bIsProcessed = TRUE;
- sample.m_bIsProcessed = TRUE;
+ m_asActiveSamples[k].m_bIsBeingPlayed = TRUE;
+ sample.m_bIsBeingPlayed = TRUE;
sample.m_nVolumeChange = -1;
break;
}
@@ -1212,34 +1224,34 @@ cAudioManager::ClearActiveSamples()
m_asActiveSamples[i].m_nSampleIndex = NO_SAMPLE;
m_asActiveSamples[i].m_nBankIndex = INVALID_SFX_BANK;
m_asActiveSamples[i].m_bIs2D = FALSE;
- m_asActiveSamples[i].m_nReleasingVolumeModificator = 5;
+ m_asActiveSamples[i].m_nPriority = 5;
m_asActiveSamples[i].m_nFrequency = 0;
m_asActiveSamples[i].m_nVolume = 0;
#ifdef EXTERNAL_3D_SOUND
m_asActiveSamples[i].m_nEmittingVolume = 0;
#endif
m_asActiveSamples[i].m_fDistance = 0.0f;
- m_asActiveSamples[i].m_bIsProcessed = FALSE;
- m_asActiveSamples[i].m_bLoopEnded = FALSE;
+ m_asActiveSamples[i].m_bIsBeingPlayed = FALSE;
+ m_asActiveSamples[i].m_bIsPlayingFinished = FALSE;
m_asActiveSamples[i].m_nLoopCount = 1;
#ifndef GTA_PS2
m_asActiveSamples[i].m_nLoopStart = 0;
m_asActiveSamples[i].m_nLoopEnd = -1;
#endif
m_asActiveSamples[i].m_fSpeedMultiplier = 0.0f;
- m_asActiveSamples[i].m_SoundIntensity = 200.0f;
- m_asActiveSamples[i].m_nOffset = 63;
- m_asActiveSamples[i].m_bReleasingSoundFlag = FALSE;
- m_asActiveSamples[i].m_nCalculatedVolume = 0;
- m_asActiveSamples[i].m_nReleasingVolumeDivider = 0;
+ m_asActiveSamples[i].m_MaxDistance = 200.0f;
+ m_asActiveSamples[i].m_nPan = 63;
+ m_asActiveSamples[i].m_bStatic = FALSE;
+ m_asActiveSamples[i].m_nFinalPriority = 0;
+ m_asActiveSamples[i].m_nFramesToPlay = 0;
m_asActiveSamples[i].m_nVolumeChange = -1;
m_asActiveSamples[i].m_vecPos = CVector(0.0f, 0.0f, 0.0f);
#ifdef AUDIO_REVERB
- m_asActiveSamples[i].m_bReverbFlag = FALSE;
+ m_asActiveSamples[i].m_bReverb = FALSE;
#endif // AUDIO_REVERB
#ifdef AUDIO_REFLECTIONS
- m_asActiveSamples[i].m_nLoopsRemaining = 0;
- m_asActiveSamples[i].m_bRequireReflection = FALSE;
+ m_asActiveSamples[i].m_nReflectionDelay = 0;
+ m_asActiveSamples[i].m_bReflections = FALSE;
#endif // AUDIO_REFLECTIONS
}
}
@@ -1267,17 +1279,17 @@ cAudioManager::AdjustSamplesVolume()
tSound *pSample = &m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]];
if (!pSample->m_bIs2D)
- pSample->m_nEmittingVolume = ComputeEmittingVolume(pSample->m_nEmittingVolume, pSample->m_SoundIntensity, pSample->m_fDistance);
+ pSample->m_nEmittingVolume = ComputeEmittingVolume(pSample->m_nEmittingVolume, pSample->m_MaxDistance, pSample->m_fDistance);
}
}
uint8
-cAudioManager::ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist)
+cAudioManager::ComputeEmittingVolume(uint8 emittingVolume, float maxDistance, float distance)
{
- float quatIntensity = intensity / 4.0f;
- float diffIntensity = intensity - quatIntensity;
- if (dist > diffIntensity)
- return (quatIntensity - (dist - diffIntensity)) * (float)emittingVolume / quatIntensity;
+ float minDistance = maxDistance / 4.0f;
+ float diffDistance = maxDistance - minDistance;
+ if (distance > diffDistance)
+ return (minDistance - (distance - diffDistance)) * (float)emittingVolume / minDistance;
return emittingVolume;
}
#endif